Lich, Dry (CR 18)
AC: 29 (+8 natural, +11 +3 full plate), touch 10, flat-footed 29
Hit Dice: 15d12+15 (112 hp); DR: 10/bludgeoning and magic
Fort +11, Ref +10, Will +20
Speed: 30 ft. (20 ft. in full plate)
Space: 5 ft./5 ft.
Base Attack +8; Grapple +10
Attack: Touch +10 melee or +1 scorpion-tail whip +11 melee or light crossbow +8 ranged
Full Attack: Touch +10 melee or +1 scorpion-tail whip +11/+6 melee or light crossbow +8 ranged
Damage: Touch 5d6 dehydration plus Constitution drain, +1 scorpion-tail whip 1d4+3 nonlethal plus poison, light crossbow 1d8/19-20
Special Attacks/Actions: Aura of despair, Constitution drain, desiccating touch 5d6, greater drought, pillar of salt 1/day, rebuke undead 4/day (+5, 2d6+6, 5th), the wasting 1/day
Abilities: Str 14, Dex 10, Con -, Int 12, Wis 25, Cha 12
Special Qualities: +6 turn resistance, asherati traits, body lamp, create sand golem, create salt mummy, fast healing 2, immunity to dessication, hear, polymorph, and mind-affecting spells and abilities
Feats: Combat Casting; Heat Endurance; Exotic Weapon Proficiency (scorpion-tail whip); Improved Heat Endurance; Lightning Reflexes; Spell Penetration; Scorpion's Sense; Track
Skills: (+16 casting defensively), Concentration +12, Hide +5 (+7 sand), Intimidate +12, Knowledge (arcana) +6, Knowledge (geography) +6, Knowledge (nature) +6, Knowledge (religion) +7, Listen +15, Move Silently +5, Search +9, Spellcraft +13, Spot +15, Survival +15 (+17 to avoid becoming lost, and aboveground)
Advancement: By character class
Climate/Terrain: Warm deserts
Treasure/Possessions: Standard coins; standard goods; double items
A dry lich's natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
The Will save against this dry lich's aura of despair and Constitution drain has a DC of 18; the save DC is Charisma-based.
Asherati Traits: Asheratis are naturally dry, and are vulnerable to contact with water. If completely wet, an asherati takes a -1 penalty on attack rolls, ability checks, and skill checks. If submerged in water, an asherati cannot hold her breath and must immediately begin making Constitution checks to avoid drowning.
Asheratis must still drink water to survive, but only one-quarter the amount of water per day that humanoids of their size must normally consume to avoid dehydration.
Body Lamp (Su): This dry lich can make its skin glow at will, shedding light to 60 feet and shadowy illumination to 120 feet. The light is sufficient for the lich to navigate by while sandswimming in loose sand, dust, or ash. Once per day as a free action, the dry lich can bring its skin up to full brilliance so rapidly it might dazzle creatures within 30 feet. A creature can make a DC 18 Fortitude save to negate the effect. The save DC is Charisma-based.
Create Sand Golem (Ex): This dry lich can create a sand golem.
Create Salt Mummy (Su): Invested with the dark power of the waste, this dry lich is able to preserve and animate a corpse as a salt mummy.
Desiccating Touch (Su): As a touch attack, this dry lich can drain moisture from a living creature. This attack deals 5d6 points of dessication damage, or 5d8 to plant creatures or elementals with the water subtype. The touched creature can make a DC 27 Fortitude save to reduce the damage to half.
Pillar of Salt (Sp): This dry lich can use flesh to salt once per day as a 10th-level spellcaster, duplicating the effects of the spell, except that it transforms only one creature.
Greater Drought (Su): This dry lich can produce extreme desert conditions within a 100-foot-radius emanation with it at the center. The temperature band in that area rises by 2 steps or to severe heat, whichever produces the hotter result. A dry lich can suppress this effect for 1 round as a free action, but it renews automatically the next round unless it consciously suppresses it again.
Immunity to Dessication (Ex): This dry lich has immunity to any spell or effect that deals magical dessication damage, as well as to any damage that results from failed Constitution checks to resist the effects of dehydration. This dry lich cannot become dehydrated (as the condition).
Sandswim (Su): This dry lich gains a burrow speed equal to its base land speed while wearing light armor or carrying a light load and traveling through sand, ash, or other loose soil. This speed drops to 5 feet with a heavier load or if the lich tries to drag a Medium or larger creature along.
The Wasting (Su): This dry lich can transform a handful of dust or sand into a terrible disease. Once per day, it can blow the sand into the face of a living opponent with 20 feet. Doing so is a standard action that provokes attacks of opportunity. The lich can pick up dust from the ground as a move action or take it from a component pouch as a free action. The opponent is entitled to a DC h 27 Reflex save to avoid inhaling the dust. On a success, the dust has no effect and drifts harmlessly to the ground. An opponent that fails this save contracts the wasting, a supernatural affliction that gradually mummifies its victims.
Water Weakness: All water deals damage to this dry lich as if it were holy water.
Cleric Spells Prepared (6/8/8/7/6/5/4/3; save DC 17 + spell level; caster level 13th): 0 - detect magic (2), read magic (2), resistance (2); 1st - cause fear (3) (DC 18), command (2) (DC 18), divine favor(2), parching touch (DC 18); 2nd - align weapon, eagle's splendor, silence, sound burst (2), desiccate (4) (DC 19); 3rd - animate dead (caster level 14th) (2), dispel magic, haboob (2), searing light, wither; 4th - dismissal (DC 21), dispel water (DC 21), divine power (2), giant vermin, greater magic weapon; 5th - dispel good (caster level 14th; DC 22), flame strike (2) (DC 22), slay living (DC 22), true seeing; caster level 14th), harm (2) (DC 23), blasphemy (caster level 14th; DC 24), 6th - create undead, mephit mob; 7th - destruction (DC 24).
Domains: Evil (cast evil spells at + 1 caster level, Thirst(rebuke or command oozes 4/day [+1 2d6+6, 5th.)
Possessions: +3 full plate, +1 scorpion-tail whip, masterwork light crossbow with 20 +1 bolts, periapt of Wisdom +4, cloak of resistance +4, 2 scrolls of horrid wilting, eye ointment (250 gp).
A dry lich is an especially horrid sort of undead spellcaster, and the ultimate destiny of a walker in the waste.
A dry lich is not purposefully evil, but it is absorbed with its own agenda and has little regard for living things. It spends its unnatural existence continuing to spread the waste and preserve whatever it encounters as dry, mummified monuments.
A dry lich is gaunt, skeletal, and usually humanoid (although some monstrous humanoids and aberrations occasionally follow the walker's path). Its flesh is parchment-dry and clings tightly to its bones, and a thick encrustation of glittering white salt covers its body. A weird green light lights its hollow eye sockets. It is garbed as it was in life, which is generally in a simple and practical costume rather than the ornate robes of typical liches. Dry lich clerics usually wear heavy armor, since walkers in the waste had immunity to dehydration and heat effects even before they became undead.
The mysterious Dusty Conclave closely guards the secret of becoming a dry lich, and at least one other dry lich must participate in another's creation.
A dry lich speaks any languages it knew in life.
A creature receives this subtype whenever something happens to change its original type. Some creatures (those with an inherited template) are born with this subtype; others acquire it when they take on an acquired template. The augmented subtype is always paired with the creature's original type. For example, a wizard's raven familiar is a magical beast (augmented animal). A creature with the augmented subtype usually has the traits of its current type, but the features of its original type. For example, a wizard's raven familiar has an animal's features and the traits of a magical beast.